Files
android_vendor_qcom_opensou…/gpu_tonemapper/engine.h
Arun Kumar K.R 1b04a4ee50 gpu_tonemapper: Use individual EGL contexts.
- Use individual EGL contexts for each tone-mapping
  session.
- Having one context make multiple sessions serial, this
  helps in making this parallel when possible.
- Resolves error messages which happened when the context
  was deleted during mirroring.

Change-Id: Ia8738551b4189dccffb233320a9d69fcfd7f0118
Crs-fixed: 1115057
2017-01-23 19:31:56 -08:00

43 lines
1.5 KiB
C

/*
* Copyright (c) 2016-2017, The Linux Foundation. All rights reserved.
* Not a Contribution.
*
* Copyright 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __TONEMAPPER_ENGINE_H__
#define __TONEMAPPER_ENGINE_H__
void* engine_initialize();
void engine_bind(void*);
void engine_shutdown(void*);
unsigned int engine_loadProgram(int, const char **, int, const char **);
void engine_setProgram(int);
void engine_deleteProgram(unsigned int);
unsigned int engine_load3DTexture(void *data, int sz, int format);
unsigned int engine_load1DTexture(void *xform, int xformSize, int format);
void engine_deleteInputBuffer(unsigned int);
void engine_set2DInputBuffer(int binding, unsigned int textureID);
void engine_set3DInputBuffer(int binding, unsigned int textureID);
void engine_setExternalInputBuffer(int binding, unsigned int textureID);
void engine_setDestination(int id, int x, int y, int w, int h);
int engine_blit(int);
#endif //__TONEMAPPER_ENGINE_H__